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Osiris: New Dawn News

Experimental Build v1.0.4

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes typically upgrade to the primary branch monthly.



Hey explorers! Here's a small patch that handles the Aziel cave collision issues along with more fail safes around the skill tree, including both its interaction and saving systems. With this patch we have not been able to reproduce the skill tree lock bug.

[h2]Change List[/h2]
Fixed - Aziel cave collision
Fixed - Skill tree interaction

Happy playing,
Fenix Fire

Post Mortem and Next Steps

Hello Explorers!

We just wanted to jump in and thank you all for your support over the years. This has been a long road, too long, and we're flattered that you've been here with us through it all.

As we stated in the release from Early Access, we are happy with where the game is, and look forward
to moving on. Sure, there's always things that can be added or improved, but for the past three years
we've seen no noticeable increase in player count or sentiment, which has left us feeling like we've
been spinning our wheels for some time now.

Also, we have noticed that many players who purchased back in 2016 came from the dream expectation set by other games in the genre - the "everything" space game with endless planets to explore, endless ships and based to build, all in either a rich singleplayer storied adventure, or in any variety of multiplayer modes. While we never said this was "our" dream, it was nevertheless thrust upon us. No matter how many times we confirmed what we were focusing on and what are predetermined scope was, some players refused to understand and respect the scope we set for ourselves. And to be honest, a little unfair considering we were a team of four with a budget of $100K raised from friends and family.

In the end, and for our own creative exploration, it is time to move on. Six years is more than enough time to prove out a game idea and run this experiment of open development. We listened to you, worked with you, and finished what we set out to do. We found that working any more on it would please some players but upset more along the way - OND attracted A LOT of players, many of which wanted diametrically different experiences from this game. You can see that in the forums, the reviews, and on Discord. We stumbled onto a type of game that sparked a lot of passion for what we built, and for that we are humbled.

Moving on we will be taking some well deserved time off. To keep us from going stale we generated a lot of prototypes along the way. All I can tell you is that this is not the end of the Osiris Universe, but only the beginning. We need a new chapter, a new beginning, and for this to happen we need to close the previous chapter and look to the possibilities in the endless horizon.

That said, the game will be going into Long Term Support, meaning we'll keep the servers on and address any game breaking issues, in attempts to keep the game running as long as possible. Any new features requests will be saved for future projects - there was A LOT of stuff we wanted to keep adding in, but we had to cut it off somewhere!

We're also reducing the price to make the game more accessible in these difficult economic times so that more people can enjoy our little passion project.

Farewell and safe travels,
Fenix Fire

Early Access Officially Complete!

Hello Explorers!

It is with great excitement I get to announce that Osiris: New Dawn is finally out of Early Access! For over 6 years we've tested, iterated and finally fully realized our vision alongside our community. I still can’t believe how far we've come from the initial days of Early Access with over 600,000 units sold, hundreds of updates (with over a dozen of them massive expansions), all driven by your feedback.

It has been a memorable journey with lots of peaks, troughs and splits in the road. Looking back we are incredibly grateful to have had the opportunity to build Osiris with a community that has stuck with us for so long and I would like to personally thank everyone who has contributed to the development of this game. I am incredibly proud of what Fenix Fire has achieved, success of this size for a studio this small, is incredibly rare and one that we should celebrate more often.

Now that Osiris is finally wrapped we can rest and begin looking to the future. With a full slate of game ideas, concepts and early WIP’s, I am excited to explore unique gameplay experiences and bring them to fruition. This will take time to do things right, but when we have more to share we will.

Again, thank you for your support as we reach the end of this chapter and begin turning the page to continue our story.

Until next time,

Brian


"Roads? Where we're going, we don't need roads!"
-Dr. Emmett Brown

Year End Update

Hello Explorers!

Since the Story Update we've added, tweaked and improved a ton of stuff around this new mode, including a full ending cinematic, extensive logic to allow for accomplishing mission in any order you wish, and hammering out the issues found by our community.

In addition to all this is the new AI refactoring that brings back many creatures with new animations, physics, and behaviors. See our previous Experimental Build post for more details.

Aside from that, we are pushing up all the goodies the Experimental Build has received up to the Main Branch, and we hope you enjoy!


[h2]Change List[/h2]
Added - Crab Monster movement, attack and death animations
Added - Gnat movement, attack and death animations
Added - Arachnoid movement, attack and death animations
Added - Elida movement, attack and death animations
Added - Ending Cinematic
Added - Special items needed to complete missions
Added - Ability for Cryptex to unlock buildables in Crafting Tables
Added - Printer Cryptex
Added - Zirconium to Proteus 2 map
Added - Ability to build inside Phoenix Team structures
Added - New internal save system to allow completing missions out of order
Added - Early game mission objects around all spawning points for all modes
Added - Ability to designate power sources when using two Power Distributors
Added - Space Debris in space with physics
Added - Set dressing around lost Spaceship
Added - Sound and FX for Spaceship Ramp
Added - Animation and sound for Sat Dish mission complete
Added - Sound and FX for charting course in Space Station
Added - System computer announcing Mission Complete in non Story Modes
Added - System Computer now explains Recycling in the Create Leather Mission

Fixed - Comms Relay missions
Fixed - Water reclaimer giving XP
Fixed - Pink object inside Rover
Fixed - Small rock collision issue found above Alpha Mine Entrance
Fixed - Key Binding menu overlap
Fixed - Key bindings do not save when restarting the game
Fixed - Button overlays on top nav bar in game menu
Fixed - Zoom in/out in the map screen is backwards from expected
Fixed - Salvaging a hose with the "low tech" option reward
Fixed - Buggie for a satellite dish recipe
Fixed - Furnace Precipitation Upgrade
Fixed - Extracting liquid only working in 3rd Person
Fixed - Interact with pickaxe in first person
Fixed - Small Solar panels not giving power
Fixed - Biodome and Hallway now properly unlock in the Mission structure
Fixed - Story based repairable objects will no longer dismantle
Fixed - Much improved ragdoll effects when killing any creature
Fixed - Wall and Fence system sequentially building
Fixed - Engine sound on Hovercraft
Fixed - Redicle tool progress meter sometime displaying while in a weapon mode
Fixed - Melee weapons no longer use durability when fighting or skinning creatures
Fixed - Large Satellite Dish will now be properly interactive to complete the story
Fixed - Phoenix Base structures will now be the correct type for various gameplay design
Fixed - Certain Large Interior Crates will now give the proper objects needed to complete the story
Fixed - Autocorrecting any needed Cryptex based on your save data is now automatically applied
Fixed - Rover will now give proper Cryptex upon repair
Fixed - Lost OMPAs will now give proper clues to further enhance the story

Changed - Arachnoid has been migrated to physically based AI system
Changed - Gnat has been migrated to physically based AI system
Changed - Crab Monster has been migrated to physically based AI system
Changed - Parasyte has been migrated to physically based AI system
Changed - Elida has been migrated to physically based AI system
Changed - Removed outdated Ingots from build recipes
Changed - Console Commands have been re-added
Changed - Gathering creature hide has now been merged with the Create Leather Mission
Changed - Creative console command now is only accessible in Creative Mode and Private Universe

This marks are final update for the year! Have a safe and wonderful winter, and we'll see y'all next year!!!

In the meantime be sure to join our Official Discord Server .

-Brian



Cooper:
Dr. Mann there's a 50/50 chance your gonna kill yourself.

Dr. Mann:
Those are the best odds I've had in years.

Experimental Build v0.5.616

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes typically upgrade to the primary branch monthly.



Hey explorers! This latest build we focused on updated the AI for the Proteus 2 creatures.

Using the Snubs Larvae as a template, which has been heavily tested, we migrated this system over to many of the existing creatures. So far, the results have been fantastic.

[h2]New AI Benefits[/h2]
  1. Very performant. We can now run 20-30 creatures with minimal frame rate impact.
  2. Collides with the environment properly, including walls, structures, rocks, etc.
  3. Collides with vehicles, which allows certain vehicles to apply damage to creatures.
  4. Creatures collide with each other and even ragdoll dead creatures, which adds a level or realism.
  5. Creatures can spawn properly from underground, adding more realism.
  6. Creatures can no longer fall under surfaces, resolving a long time A* issue.

[h2]Change List[/h2]
Added - Crab Monster movement, attack and death animations
Added - Gnat movement, attack and death animations
Added - Arachnoid movement, attack and death animations
Added - Elida movement, attack and death animations
Changed - Arachnoid has been migrated to physically based AI system
Changed - Gnat has been migrated to physically based AI system
Changed - Crab Monster has been migrated to physically based AI system
Changed - Parasyte has been migrated to physically based AI system
Changed - Elida has been migrated to physically based AI system
Fixed - Much improved ragdoll effects when killing any creature
Fixed - Wall and Fence system sequentially building
Fixed - Engine sound on Hovercraft
Fixed - Redicle tool progress meter sometime displaying while in a weapon mode
Fixed - Melee weapons no longer use durability when fighting or skinning creatures

Next up we'll be tuning the frequency of creature spawns and then moving onto creature refactoring for the other planets. From there, we'll be migrating the OMPAs and other robots to the physics AI system, along with cleaning up defense systems like turrets and shields.

Official Osiris: New Dawn Discord Server

-Brian



"My battery is low and it's getting dark."
-Opportunity Rover, final transmission